IRF Posted September 20, 2017 Report Share Posted September 20, 2017 (edited) It contrast to the previous oddity, this is the 'official' Superjump POKE, which redirects the JP command at #8E33 (although note that here I've corrected the destination address to point at the start of the jump key handling code, whereas the previous version - POKE 36404,44 - landed flow of execution too early, at #8F2C, which is in the middle of the left-right movement key handling code): POKE 36404,109 (or write #6D to the address #8E34 in the hex editor) Edited September 20, 2017 by IRF Spider and jetsetdanny 2 Quote Link to comment Share on other sites More sharing options...
Spider Posted September 20, 2017 Author Report Share Posted September 20, 2017 That second one is great. :) I prefer that. It does make ramp 'jump through' a bit more difficult and (for example) extra care is needed to avoid an IDS if you jump over the * in 'To The Kitchens' as you can jump through up to First Landing if you're not careful. It does have some interesting uses though. The Nightmare Room I simply jumped to collect the object :lol: IRF 1 Quote Link to comment Share on other sites More sharing options...
IRF Posted September 28, 2017 Report Share Posted September 28, 2017 (edited) Try this for a quirky manoeuvre: - Open up a JSW file in a hex editor; - Change the value of #8E2F to #18 (or do POKE 36399, 24); - Place Willy at the bottom of the 'ladder' in Ballroom East; - Hit jump. Try both short stabs at the jump key, and long presses. EDIT: Then place Willy at the bottom of a long ramp (such as First Landing, or Back Stairway/West Wing/etc), on the 'outside' of the ramp, and keep both jump and the sideways movement key depressed - watch Willy shoot up the ramp! By way of explanation, the above POKE means that a jump is terminated whenever a standonable block lies beneath Willy's sprite and he is cell-row-aligned. A normal jump only comes to a premature end when the above circumstances hold true and Willy is in the descent phase of the jump. With the above POKE in place, a jump can be terminated during the ascent phase, if a solid platform lies beneath Willy's sprite. ****** The above POKE also allows Willy to access a platform in cell-row 2 via a jump from below. (i.e. a platform which has two cell-rows of air between it and the top of the room.) Normally, Willy couldn't jump up onto such a platform, because the jump would cause him to breach past the top of the room and into the room above. He could only access such a platform via another means (such as walking up a ramp or dropping onto it from the room above). This quirky manoeuvre could form the basis of an interesting room design. e.g. an item which can only be collected in the manner described above. Please see the two attached test files; the only difference between the two is that one has the above POKE implemented, the other one doesn't. Try to collect the item in 'Ballroom East' in the 'Item unreachable' file first. Then try to do the same in 'Item reachable'. (Note also the interesting 'climbing the ladder' effect of the POKE in the latter file.) Item unreachable.z80 Item reachable.z80 Edited September 28, 2017 by IRF Spider and jetsetdanny 2 Quote Link to comment Share on other sites More sharing options...
Spider Posted September 28, 2017 Author Report Share Posted September 28, 2017 That's quite good. :thumbsup: The actual changed jump effect while climbing the 'ladder' reminds me slightly of the way the Professor climbs in FNS. IRF 1 Quote Link to comment Share on other sites More sharing options...
IRF Posted October 3, 2017 Report Share Posted October 3, 2017 (edited) By way of explanation, the above POKE means that a jump is terminated whenever a standonable block lies beneath Willy's sprite and he is cell-row-aligned. A normal jump only comes to a premature end when the above circumstances hold true and Willy is in the descent phase of the jump. With the above POKE in place, a jump can be terminated during the ascent phase, if a solid platform lies beneath Willy's sprite. ****** The above POKE also allows Willy to access a platform in cell-row 2 via a jump from below. (i.e. a platform which has two cell-rows of air between it and the top of the room.) Normally, Willy couldn't jump up onto such a platform, because the jump would cause him to breach past the top of the room and into the room above. He could only access such a platform via another means (such as walking up a ramp or dropping onto it from the room above). This quirky manoeuvre could form the basis of an interesting room design. e.g. an item which can only be collected in the manner described above. Please see the two attached test files; the only difference between the two is that one has the above POKE implemented, the other one doesn't. Try to collect the item in 'Ballroom East' in the 'Item unreachable' file first. Then try to do the same in 'Item reachable'. (Note also the interesting 'climbing the ladder' effect of the POKE in the latter file.) Note that my original attempt at this just had an Earth cell platform in row 2. (Earth being chosen so that Willy couldn't collect the item by jumping up from below, i.e. so that his head passes through the platform and collects the item.) However, that didn't work - Willy jumped off the top of the room, without landing on the platform. I think that is because the effect of the POKE will only work if it detects a 'standonable' cell underneath Willy. But he is prevented him from moving into the same cell-column as the Earth cells, until he has ascended past them (into rows 0 and 1). And then during a jump, the 'Move Willy' routine checks whether Willy has gone past the top of the room before it moves him sideways to a position where he is above the end cell of the platform. Catch 22! So in the layout of the 'item reachable' attached file (the one with the POKE enabled), the platform starts off as Water (so that Willy can 'step' up onto it, and then walk along it), but it changes along its length to comprise of Earth at the point where the item is located on it (so that the item can't be collected by jumping up from below). Edited October 3, 2017 by IRF jetsetdanny and Spider 2 Quote Link to comment Share on other sites More sharing options...
Spider Posted December 17, 2017 Author Report Share Posted December 17, 2017 JSW 16K ( J. Cauldwell's excellent version :) ) Partial* immunity: 24638 ,0 or if you prefer in hex: #603E , #00 * I say "partial" as its not been tested to any mass degree however it does seem to protect well against guardians and nasty falls. jetsetdanny 1 Quote Link to comment Share on other sites More sharing options...
jetsetdanny Posted February 8, 2018 Report Share Posted February 8, 2018 (edited) The official Software Projects POKEs in Hex: #EB47,00 - Removes a Fire cell from the Conservatory Roof #E9FD,52 - Fixes the 'Attic Bug' arrow #A4C7,0B - Moves the invisible item from the First Landing to The Hall #DE2C,04 - Changes an Earth cell in the Banyan Tree to a Water cell so the tree is climbable. Edited March 2, 2018 by jetsetdanny Spider 1 Quote Link to comment Share on other sites More sharing options...
Spider Posted May 21, 2018 Author Report Share Posted May 21, 2018 Mystery poke for the original game ( ;) ) please do not look it up, just try to figure out what it has done to the Master Bedroom... 38242 , 0 / #9562 , #00 One for the 16K version of JSW: 26064, 201 = Freeze monsters , not ideal without the immunity poke (here) however. IRF 1 Quote Link to comment Share on other sites More sharing options...
IRF Posted May 21, 2018 Report Share Posted May 21, 2018 Makes Maria rather less formidable? Spider and jetsetdanny 2 Quote Link to comment Share on other sites More sharing options...
Spider Posted May 22, 2018 Author Report Share Posted May 22, 2018 Makes Maria rather less formidable? Well done. I appreciate the way you phrased your answer too. :) So it does not completely give it away as such. IRF and jetsetdanny 2 Quote Link to comment Share on other sites More sharing options...
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